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-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs105
1 files changed, 74 insertions, 31 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 9615d08..d856464 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -7829,55 +7829,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7829 m_host.AddScriptLPS(1); 7829 m_host.AddScriptLPS(1);
7830 UUID objID = UUID.Zero; 7830 UUID objID = UUID.Zero;
7831 LSL_List result = new LSL_List(); 7831 LSL_List result = new LSL_List();
7832
7833 // If the ID is not valid, return null result
7832 if (!UUID.TryParse(obj, out objID)) 7834 if (!UUID.TryParse(obj, out objID))
7833 { 7835 {
7834 result.Add(new LSL_Vector()); 7836 result.Add(new LSL_Vector());
7835 result.Add(new LSL_Vector()); 7837 result.Add(new LSL_Vector());
7836 return result; 7838 return result;
7837 } 7839 }
7840
7841 // Check if this is an attached prim. If so, replace
7842 // the UUID with the avatar UUID and report it's bounding box
7843 SceneObjectPart part = World.GetSceneObjectPart(objID);
7844 if (part != null && part.ParentGroup.IsAttachment)
7845 objID = part.ParentGroup.RootPart.AttachedAvatar;
7846
7847 // Find out if this is an avatar ID. If so, return it's box
7838 ScenePresence presence = World.GetScenePresence(objID); 7848 ScenePresence presence = World.GetScenePresence(objID);
7839 if (presence != null) 7849 if (presence != null)
7840 { 7850 {
7841 if (presence.ParentID == 0) // not sat on an object 7851 // As per LSL Wiki, there is no difference between sitting
7852 // and standing avatar since server 1.36
7853 LSL_Vector lower;
7854 LSL_Vector upper;
7855 if (presence.Animator.Animations.DefaultAnimation.AnimID
7856 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7842 { 7857 {
7843 LSL_Vector lower; 7858 // This is for ground sitting avatars
7844 LSL_Vector upper; 7859 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7845 if (presence.Animator.Animations.DefaultAnimation.AnimID 7860 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7846 == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 7861 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7847 {
7848 // This is for ground sitting avatars
7849 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7850 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7851 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7852 }
7853 else
7854 {
7855 // This is for standing/flying avatars
7856 float height = presence.Appearance.AvatarHeight / 2.0f;
7857 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7858 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7859 }
7860 result.Add(lower);
7861 result.Add(upper);
7862 return result;
7863 } 7862 }
7864 else 7863 else
7865 { 7864 {
7866 // sitting on an object so we need the bounding box of that 7865 // This is for standing/flying avatars
7867 // which should include the avatar so set the UUID to the 7866 float height = presence.Appearance.AvatarHeight / 2.0f;
7868 // UUID of the object the avatar is sat on and allow it to fall through 7867 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7869 // to processing an object 7868 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7870 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7871 objID = p.UUID;
7872 } 7869 }
7870
7871 // Adjust to the documented error offsets (see LSL Wiki)
7872 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
7873 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
7874
7875 if (lower.x > upper.x)
7876 lower.x = upper.x;
7877 if (lower.y > upper.y)
7878 lower.y = upper.y;
7879 if (lower.z > upper.z)
7880 lower.z = upper.z;
7881
7882 result.Add(lower);
7883 result.Add(upper);
7884 return result;
7873 } 7885 }
7874 SceneObjectPart part = World.GetSceneObjectPart(objID); 7886
7887 part = World.GetSceneObjectPart(objID);
7875 // Currently only works for single prims without a sitting avatar 7888 // Currently only works for single prims without a sitting avatar
7876 if (part != null) 7889 if (part != null)
7877 { 7890 {
7878 Vector3 halfSize = part.Scale / 2.0f; 7891 float minX;
7879 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 7892 float maxX;
7880 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 7893 float minY;
7894 float maxY;
7895 float minZ;
7896 float maxZ;
7897
7898 // This BBox is in sim coordinates, with the offset being
7899 // a contained point.
7900 Vector3[] offsets = World.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
7901 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
7902
7903 minX -= offsets[0].X;
7904 maxX -= offsets[0].X;
7905 minY -= offsets[0].Y;
7906 maxY -= offsets[0].Y;
7907 minZ -= offsets[0].Z;
7908 maxZ -= offsets[0].Z;
7909
7910 LSL_Vector lower;
7911 LSL_Vector upper;
7912
7913 // Adjust to the documented error offsets (see LSL Wiki)
7914 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
7915 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
7916
7917 if (lower.x > upper.x)
7918 lower.x = upper.x;
7919 if (lower.y > upper.y)
7920 lower.y = upper.y;
7921 if (lower.z > upper.z)
7922 lower.z = upper.z;
7923
7881 result.Add(lower); 7924 result.Add(lower);
7882 result.Add(upper); 7925 result.Add(upper);
7883 return result; 7926 return result;